Death Initiate

Maurie Wyssal's page

315 posts. Alias of The Emerald Duke.


Race

Halfling

Classes/Levels

Monk (Underfoot Adept) 3 | AC 16 / 17 vs larger creatures T 16 / 17 vs larger FF 13 / 14 vs larger | HP 15/21 | F +4 R +6 / 8 vs trample W +6 / 8 vs enchantment / 8 vs fear / 10 vs ench fear | Init +2 | Perc +8 | Sen Mot +8

Gender

Female

Size

Small

Age

28

Alignment

LN

Deity

Abadar

Languages

Common, Halfling, Dwarven

Strength 10
Dexterity 15
Constitution 10
Intelligence 12
Wisdom 14
Charisma 15

About Maurie Wyssal

Physical Description:

Height: 3' 1"
Weight: 80 LB
Eyes: Slate blue
Hair Color & Length: Auburn Brown, tappered at the top of her neck (think 1920's hair styles).
Skin Color: Tanned brown
Other Features: Though this halfling woman is typically stoic, when she does smile it lights up the room.

Skills:

    Acrobatics (Bonus = 11 / 15 on checks to avoid larger creatures' AoO)
  • Climb (Bonus = 8)
  • Knowledge: History (Bonus = 7)
  • Knowledge: Religion (Bonus = 7)
  • Perception (Bonus = 8)
  • Profession: Barrister (Bonus = 9)
  • Sense Motive (Bonus = 8)
  • Stealth (Bonus = 12)


Feats:

Weapon and Armor Proficiencies: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
Improved Unarmed Strike: You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Improved Trip: You are skilled at sending your opponents to the ground.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Agile Maneuvers: You've learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.
Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Under and Over: You can slip under a foe trying to grab you, knocking him off balance.
Prerequisites: Agile Maneuvers, Small size or smaller.
Benefit: If an opponent larger than you attempts to grapple you and fails, you may make a trip attack as an immediate action against that opponent with a +2 bonus. This does not provoke an attack of opportunity.

Traits:

Simple Disciple: You picked up skill in a craft or a profession during your time at a monastery. You gain a +1 trait bonus on checks with a Profession or Craft skill of your choice. (Profession: Barrister)
Vexing Defender: You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.

Class Specific:

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below. (1st-3rd level damage: 1d4)
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Underfoot Grace (Ex): At 1st level, an underfoot adept uses his size and grace to avoid the attacks of those he passes. When using the Acrobatics skill to avoid attacks of opportunity by moving through a threatened area or an enemy's space, he only takes a –5 penalty when doing so at full speed, instead of the normal –10 penalty. This ability replaces the bonus feat gained at 1st level.
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Underfoot Trip (Ex): At 1st level, an underfoot adept learns a number of maneuvers and grabs that can cause even the largest opponents to stumble and fall. He gains Improved Trip as a bonus feat, even if he does not meet the requirements. At 4th level, and every four levels thereafter, he acts as if he is one size larger for the purposes of determining the maximum size of creatures he can trip and when determining his CMB and CMD for purposes of a trip combat maneuver. This ability replaces stunning fist.
Evasion (Ex) : At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Race Specific:

+2 DEX, +2 CHA, –2 STR: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Low Blow: Some halflings train extensively in the art of attacking larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces keen senses.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Random Crunch:

Hit Points: 15/21
Hit Dice: 3d8
Favored Class: Monk
Armor Class: 16 / 17 vs larger creatures
Touch Armor Class: 16 / 17 vs larger creatures
Flat-Footed Armor Class: 13 / 14 vs larger creatures
Saving Throws:
Fortitude: 3 (4 wearing the cloak)
Reflex: 5 / 7 vs trample (6 / 8 wearing the cloak)
Will: 5 / 7 vs enchant / 7 vs fear / 9 vs ench fear ( 6 / 8 / 8 / 10 wearing the cloak)
Initiative Bonus: 2
Base Attack Bonus: 2
Melee Attack Bonus: 3
Ranged Attack Bonus: 5
CMB: 3 / 5 on trip attempts
CMD: 15 / 17 vs trip attempts
Spell Resistance: n/a
Speed:
Base Speed: 30 FT
Armored Speed: 15 FT
Lift/Push:
Light Load: 33 lbs or less
Medium Load: 34 lb - 66 lb
Heavy Load: 67 lb - 100 lb
Lift Over Head: 100 lb or less
Lift Off Ground: 200 lb or less
Drag or Push: 500 lb or less
Experience Points: 0

Items Equiped:

Armor
None but her clothes.
Weapon
Nine-Section Whip: DMG: 1d6; Crit: 19-20/x2; Type: B; Special: Blocking, Distracting, Monk, Trip
Sansetsukon: DMG: 1d8; Crit: 19-20/x2; Type: B; Special: Blocking, Disarm, Monk
Temple Sword: DMG: 1d6; Crit 19-20/x2; Type S; Special: Monk, Trip
Kusarigama: DMG: 1d2/1d4; Crit: x2; Type: S or B; Special: Double, Grapple, Monk, Reach, Trip
Rope Dart: DMG: 1d3; Crit: x2; Range: 20 FT; Type: P; Special: Blocking, Distracting, Monk
Other
Monk's Outfit: Simple but elegant, these brown and grey garments offer free range of motion for both arms and legs. The sole adornment on them is a small steel chain clasped together with a lock, the bronze key to it dangling on it like a necklace ornament.
Cloak of Resistance (+1): Special: +1 Bonus to all Saving Throws; Description: This cloak has a clasp in the shape of a golden elaborate door lock, and is a golden brown hue.

Items Owned:

Name*****Weight*****Value
Nine-Section Whip*****3 LB*****8 GP
Sansetsukon*****3 LB*****8 GP
Temple Sword*****3 LB*****30 GP
Kusarigama*****3 LB*****12 GP
Rope Dart*****Negligable*****1 GP
Monk's Outfit*****1/5 LB*****5 GP
Monk's Kit*****16 1/5 LB*****8 GP
Climber's Kit*****1 1/4 LB*****80 GP
Cloak of Resistance*****1 LB*****1000 GP
Total Weight & Value: 31 1/4 lb / 1152 gp

Wealth:
0 PP 2 GP 0 SP 0 CP